using Godot;
using TheLegendOfGustav.Entities.Actions;
using TheLegendOfGustav.Entities.Actors;
using TheLegendOfGustav.Utils;
namespace TheLegendOfGustav.InputHandling;
///
/// TODO: Esta solução é nojenta e precisa ser retrabalhada.
///
public partial class InspectInputHandler : BaseInputHandler
{
private static readonly PackedScene inspectorScene = GD.Load("res://scenes/Inspector.tscn");
private static readonly Godot.Collections.Dictionary directions = new()
{
{"walk-up", Vector2I.Up},
{"walk-down", Vector2I.Down},
{"walk-left", Vector2I.Left},
{"walk-right", Vector2I.Right},
{"walk-up-right", Vector2I.Up + Vector2I.Right},
{"walk-up-left", Vector2I.Up + Vector2I.Left},
{"walk-down-right", Vector2I.Down + Vector2I.Right},
{"walk-down-left", Vector2I.Down + Vector2I.Left},
};
///
/// Preciso disso
///
[Export]
private Map.Map map;
private Inspector inspector;
public override void Enter()
{
SignalBus.Instance.EmitSignal(SignalBus.SignalName.EnterInspectionMode);
inspector = inspectorScene.Instantiate();
inspector.GridPosition = map.MapData.Player.GridPosition;
map.AddChild(inspector);
}
public override void Exit()
{
inspector.QueueFree();
SignalBus.Instance.EmitSignal(SignalBus.SignalName.ExitInspectionMode);
}
public override Action GetAction(Player player)
{
Action action = null;
foreach (var direction in directions)
{
if (Input.IsActionJustPressed(direction.Key))
{
inspector.Walk(direction.Value);
}
}
if (Input.IsActionJustPressed("quit"))
{
GetParent().SetInputHandler(InputHandlers.MainGame);
}
return action;
}
}